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How to Play:

Players alternate turns starting with the first player.

On your turn you must either Plant or Harvest. You cannot do both on a single turn. You cannot pass on your turn.

Note: If your Garden is full of Vegetable Tiles and you have no valid patterns to Harvest, the game ends immediately, and the other player automatically wins. This is very rare. Plant To plant, choose any Vegetable Tile from the Conveyor Belt and plant it on any empty space in your Garden. When planting you must follow these two rules: Plant the Vegetable Tile with the 2 vegetables side showing if you plant it in the same column that it came from off of the Conveyor Belt. Plant the Vegetable Tile with the 1 vegetable side showing if you plant it in a different column than the one it came from off of the Conveyor Belt.

After you have planted a Vegetable Tile, refill the Conveyor Belt. Slide Vegetable Tiles to the left, so that the empty space is now next to the Crate. Fill the empty space with the Vegetable Tile from the Crate. Randomly draw a new Vegetable Tile from the Draw Bag and place it into the Crate.

Tip: Try to Plant your Vegetable Tiles in the Harvesting Patterns shown on the Gardening Guide for each of the different vegetables, so that you can Harvest them for points on a future turn. Harvesting Patterns can be flipped and/or rotated in your Garden.

Play now passes to the other player. Harvest If you have Vegetable Tiles planted in a pattern that matches one of the Harvesting Patterns shown on the Gardening Guide, you may choose to Harvest. All patterns shown on the Gardening Guide can be flipped and/or rotated in your Garden.

Score one point for each vegetable showing on the Vegetable Tiles in the Harvest Pattern by moving your Score Counter that many spaces on the Score Track.

Remove all Vegetable Tiles included in the Harvest Pattern that have 1 vegetable showing. These Vegetable Tiles will not be used again during the game, but players may look at them to calculate how many remain in the Draw Bag. Flip the Vegetable Tiles included in the chosen pattern that have 2 vegetables showing to their 1 vegetable side. These tiles flip over but remain in the same space in your Garden. You may only Harvest 1 Harvesting Pattern per Harvest Action. If a player's Score Counter passes the Harvest Icon on the Score Track, proceed to the End of Game Phase. Otherwise, play now passes to the other player. Example:

On your turn, you decide to Harvest your 3 Turnip Tiles, since they match one of the two Turnip Harvesting Patterns shown on the Gardening Guide. Remember, that the patterns can be flipped and rotated. There are 5 Turnips showing on the tiles in the pattern, so you move your Score Counter 5 spaces on the Scoring Track. You then remove the Turnip Vegetable Tile that is showing only 1 vegetable and flip the two Turnip Vegetable Tiles that are showing 2 vegetables. If your Score Counter has passed the Harvest Icon, proceed to the End of Game Phase. Otherwise, play passes to the other player.


Note: If there are no more Vegetable Tiles in the Draw Bag or on the Conveyor Belt to add to your Garden and the End of Game Phase has not been triggered, players will continue to take turns only Harvesting. Tip: Tied games are awarded to the player that crosses the Harvest Icon on the Score Track first. End of Game Phase: If the End of Game Phase was triggered on the starting player's turn (as marked by the Start Player Token), the second player may take one more turn before Final Scoring. If the End of Game Phase was triggered by the second player, immediately begin the Final Scoring. Final Scoring Both players now harvest all remaining Vegetable Tiles left in their Garden that are in valid Harvest Patterns as shown on the Gardening Guide. You can do this one player at a time or simultaneously. You may Harvest a pattern twice. For example, the Purple player (pictured below) can Harvest their Turnips first for 6 points and then a second time for 3 points. Once both players have Harvested all possible patterns from their Garden, the player with the highest score wins the game. In the event of a tie, the player who caused the End of Game Phase is the winner.